It's not easy to achieve quality as great as CEA's skybox and Halo 3's textures.

Though if they asked eliteslasher about the textures, he could do it.
And Lumoria's skybox developer could probably achieve CEA quality.
Neither of them is likely to ever work with CMT though due to their required work on other projects, so don't hope for such high goals so quickly.

It's not easy to achieve quality as great as CEA's skybox and Halo 3's textures.

Though if they asked eliteslasher about the textures, he could do it.
And Lumoria's skybox developer could probably achieve CEA quality.
Neither of them is likely to ever work with CMT though due to their required work on other projects, so don't hope for such high goals so quickly.

I now that isn't easy, but if we look at what has already been made is with a quality almost as good as CEA's.
And is just a suggestion although I believe they will do the best they can

For a decent skybox you have to fully remake them. You have to add the new geometry, new textures, etc etc. A lot of work goes in to a skybox. From the sounds of it you're talking about something like just cleaning up the existing sky textures and throwing them in. It still wouldn't quite achieve what HA10 can do.

For a decent skybox you have to fully remake them. You have to add the new geometry, new textures, etc etc. A lot of work goes in to a skybox. From the sounds of it you're talking about something like just cleaning up the existing sky textures and throwing them in. It still wouldn't quite achieve what HA10 can do.

Yes. Skybox is actually a material that the Halo engine recognizes for the sky. It can be applied to any BSP surface in 3ds Max/Gmax. To have a skybox the level piece you are using must follow the sealed world rules, meaning there are no red errors in Tool. Skyboxes are annoying to create sometimes though, not that it's difficult or anything. It really just takes a while for something so simple (at least if you want it organized well).

Yes. Skybox is actually a material that the Halo engine recognizes for the sky. It can be applied to any BSP surface in 3ds Max/Gmax. To have a skybox the level piece you are using must follow the sealed world rules, meaning there are no red errors in Tool. Skyboxes are annoying to create sometimes though, not that it's difficult or anything. It really just takes a while for something so simple (at least if you want it organized well).

No. Not quite. What you're talking about sounds a lot more like the "+sky" material that you add to your BSP in order to display the Skybox. While the BSP must follow sealed world rules, a skybox does not. This is because a BSP comes out as a structure file while a Skybox comes out as a normal ".gbxmodel". This means there doesn't have to be collision on the skyboxes. In other words, skyboxes are completely seperate geometry from the BSP, this allows you to use multiple skys in multiple maps without having to edit the geometry to make it work. For example:

Here is a raw copy of the BSP "a30_b". The extractor didn't quite inclue the part where you include the "+sky" material but you can see the geometry of this first:

Here is a test map of mine that is following the sealed world rules and using the "+sky" (blue) material:

And finally here is an image of the actual skybox itself from a30.

Edit: Actually I think that thing I have marked as "sun" is actually another planet... or something, not sure. I'm pretty sure the sun is a marker with a lens flare attached to it not a picture. Derp.

Normally the skybox is covered in a dome like shape in order to display the sky, in the case of a30 it was a layer for the atmosphere, stars, and more stars. I deleted them for the purpose of showing off the innards.

However, this all gets very confusing with the naming system that Bungie used. Technically the geometry that is the level should be called the BSP. However Bungie made you name it "Skybox" in 3ds Max when it's linked to the frame for the BSP. Then the "+sky" material tells the engine to basically display what Bungie called "sky"(and what should actually be called the Skybox) wherever the "+sky" material is applied. This can make it very confusing when talking about a BSP and a Skybox. They are two separate things, with separate bits of geometry.

So when we're talking about making more detailed Skyboxes, it's a matter of creating a custom .gbxmodel and tagset for each sky. This provides two problems. Someone has to model it, and someone has to texture it. Frankly it's a bit of a task to create realistic mountains or anything else for that matter and takes time. This is mostly why the Skybox in a50 wasn't as detailed as say the ones in HA10. It's all a matter of time really.

It was a concept by Kirby422. I uploaded a video to try to get it out there more because Kirby's video didn't have much views. Not sure if he knows about it yet but I gave credit to him. Also read the description. You can Download and install it. It requires OS and I'm pretty sure it's built into that map. Also check out Kirby's video here Sorry if this is a little late for you. I was going threw all the Suggestions and notice that the video link went to my video.

It was a concept by Kirby422. I uploaded a video to try to get it out there more because Kirby's video didn't have much views. Not sure if he knows about it yet but I gave credit to him. Also read the description. You can Download and install it. It requires OS and I'm pretty sure it's built into that map. Also check out Kirby's video here Sorry if this is a little late for you. I was going threw all the Suggestions and notice that the video link went to my video.

I saw that vid 1 minute after it came in youtube.
but yeah, that could be good, but that isn't what they are doing now. when they make the next multiplayer maps, then that could be done.
They could clean it up a lot, like thay can get it so that you just go into edit mode, you don't go into a vhircle, and you don't have to go to the menue place.